Rogue Point Public Playtest 2 is Live!
Grab your friends and get ready to team up in Rogue Point! This event is open until November 24th!
Already joined the first test in September? We've added a host of additions and improvements, including a whole new map!
Tried the game and want to share your feedback with our team? Complete the in-game survey or head over to the Rogue Point Feedback page here!
A Quick Look At What's New In Playtest 2
✈️ New Map - Airport
🔧 Performance Improvements (with more on the way)
🧠 AI Improvements
👁️ ADS Improvements
🔫 22 Weapons to master
🗣️ In Game Voice Chat
🐛 Lots of bug fixes and QOL improvements
➕ And much more!
Playtest 2 Patch Notes
The Big Stuff
New Map - Airport! - One of our largest maps with lots of medium and long range combat!
Improved Artificial Intelligence - AI now seeks out cover and communicates more
Performance Improvements - Continued to merge level assets and refine the number of things calculating collision
Improved Aim Down Sights - Rebuilt ADS fire animations and did a full recoil pass for all guns (in ADS and hip fire). We’ll continue to refine these for Red Dots and Scopes.
In-Game Voice Chat - You can now chat with other players using in game voice (and text). Player voices fade with distance, muffle through walls, and interact with the sound space. Options for open mic, push to talk, quick mute, per player volume, and more! We also added new player voice lines that are dynamic and context sensitive.
UI Improvements - Including new HUD elements and improvements. Also new End Mission, Progression and End Campaign Screens
Improved Item Systems - New shared inventory, item selling and improved inventory management
Bug Fixes - Including fixes for weapon bugs and players getting out of bounds. Full list of fixes below!
Player/Weapons/Items Additions and Improvements
Added new player voice lines and call outs!
Full pass on weapon damage/recoil game wide
Reward and economy pass
Revised and fixed up player cosmetic unlocks. Multiple fixes to appearance, colors, and cosmetic clipping. Added additional items to unlock.
Revised and fixed bugs with weapon attachment and skin unlocks
Fixed stamina bug that allowed player bunny hop at top speed
Fixed players being able to fall on objectives, blocking interaction with objective
Fixed dropped items not maintaining their ammo/use count
Fixed clients being able to vault un-vaultable objects
Improve visibility of Medkit material
Fixed bug were reviving a player would multiply their skills
Fixed picked up grenades only going into grenade slot 1
Mag check now shows limited bullets or empty mags based on ammo count
Fixed noticeable stutter when firing a weapon for the first time
Fixed players being able to look up with their back to a wall and look through the wall
Fixed grenades landing behind the player if their back was close to an object/wall
Black level and texture pass on all weapons and attachments
Improvements/refinements to iron sights for gameplay
Fixed grenades not destroying servers and glass when exploding
Lowered glass health. Players can now punch out glass.
Fixed client healing not working if done rapidly twice in a row
Fixed Pepperball firing sounds dropping out in full auto
Fixed Pepperball audio not following the weapon movement
Removed bullet bounce for pepperballs
Fixed clients not being able to descend deployable ladders
Fixed/Improved gun animations while using push zoom
AI Improvements
Removed/Lowered enemy AI reliance on seeing player through walls
AI now lower their weapons when not in a combat or investigation state
Fixed Berserker yelling at player when they could not see them or navigate to them
Fixed cases where Berserker could get stuck
AI can now hear players interacting with doors
Better AI cover finding
AI can now vault cover as determined by designers (needs animation polish)
New enemy loadout configuration. Designed to raise challenge as campaign progresses, but not give players good weapons too early.
Some additional voice lines added (with lots more to come)
BOS Hog added to campaign
Added less lethal crouched give up state to help with animation edge cases
Heavy is now able to sprint and cover more ground (for extract wave)
Fixed Sniper tracking players through walls
Slowed Sniper reaction time
Reduced Sniper FOV while aiming
Fixed some instance of Sniper not scanning
Fixed Snipers not switching back to their primary weapon when players gain distance
Enemies who are immune to flashbangs do not give flashbang reward
Fixed AI getting stuck on disarmed or dead enemies
Collision fixes to make sure dropped mags and Heavy helmets do not block interaction or navigation
Fixed bug where Lock Picking a door would not refresh navigation
Fixed door hardware affecting navigation
Sound Additions and Improvements
New Glock and M4 sounds
Improved exterior gunshot tails
New impact sounds for drywall, wood, concrete
Added sound effects for Dead Drops UI
Fixed helicopter audio inconsistency in Office
Fixed glass breaking sound effects at 0,0
Added Melee “swoosh“ sounds
Added “concurrency“ to music, so that if one song is playing, another does not overlap it.
Created new elevator sounds
Lots of small adjustments and improvements
Maps Additions and Improvements
Lots and lots of fixes to AI placement, cover updates, and player boundary fix ups
Fixed extraction green flare spawning at 0,0
Fixed issues with training level (with more revisions/fixes on the way)
Detailing added to pump room in Mall
Strike missions now have extract zone players must be in (but no extract wave)
Added extract waves to Raid missions
Increased time between waves on Raid missions
Fixed design and code bugs that let players skip sections in the tutorial
Refactored how Stash Rooms and Intel work to improve design and fix many bugs. This also greatly improves how these elements interact with the planning screen.
Fixed MERX phones spawning at 0,0
Fixed possibility for stations to spawn with no items in them (ammo, medkits, etc)
UI Additions and Improvements
Display items LOST if you die on a mission or if the mission is failed
Added dead player icons to stats screen
Updated end of mission Progression Screen for more clarity
Polish pass on HUD for better look and usability. Re-ordered weapons and gear to sort top to bottom. Added stops at top and bottom for easy mouse wheel navigation.
Extract icon now always draws on HUD
Fixed Raid wave count being wrong for clients
Better feedback for campaign progression and number of campaign lives left
Fixed clients copying host's loadout
Fixed bug where Dead Drop weapons could not have attachments
Added Raid missions to campaign structure
Fixed mission randomization that would sometimes only have two location choices in campaign
Improved text prompts to be more clear and be context sensitive!
Multiple UI fixes for if host or clients leave party
Added skill slots so players can see more than 3 skills. Overhaul to skills system to be more flexible and allow for skills stacking. Lower skill values from demo values to closer to final values.
Visual overhaul for Mission Complete screen
Fixed bugs updating player stats at end of mission
Description of weapons is now on Loadout screen
Fixed players being able to deploy without a secondary weapon
Fixed delay between successful extraction and Mission Complete screen
Fixed pop up that would ask you to save changes in Options even if you did not change anything
Added “level" that starts before splash screens. This allows volume and settings to be set as game loads.
Added shader compiles at start of game to prevent any micro hitching on different systems/setups
New splash screen warnings and intro movies
Added separate sensitivity for ADS in Options
Fixed laptop markers being in wrong location
Fixed hostage markers not following hostage for clients
Converted large assets to SVGs so they can scale to 4K without resolution loss
Text overlap fixes for lower resolution screens
New Campaign Complete screen to help differentiate it from Mission Complete (with more polish on the way)
Fixed clients seeing different mission layouts from host
Fixed bug with player being able to duplicate their weapons in their inventory
Fixed bug where sharing the same weapon would delete one copy
Fixed heavy armor not being added to inventory after it being awarded in a Dead Drop
Updated loading screen videos
Multiple spacing and spelling fixes for text
Added minimum cash amount for players per phase
Fixed icons mission triggers on some weapons
Dead Drops Improvements
Added increasing cost each time you roll a dead drop (this probably needs to be persistent throughout the campaign)
Tweaked Dead Drop drop rates to limit low end and high end rolls
Moved certain weapons into Dead Drop only
Removed lots of gear/items to better balance economy
Localization
Added first pass localization for multiple languages
English
Chinese (Simplified)
Chinese (Traditional)
French
German
Italian
Japanese
Korean
Polish
Portuguese (Brazil)
Spanish (Latin America)
Spanish (Spain)
Russian
Ukrainian
Known Issues
Final missions are brutal (by design). We will continue to tweak the difficulty curve, balance the AI waves, and add player guidance.
Final mission can rarely get called early, breaking campaign
Additional passes required on difficulty in general and unit count. Additional passes for single player balance and investigating pausing if in single player.
Armor does not yet store its health round to round. Armor health currently recovers after each mission. This will be changed so players have to re-buy armor if it is damaged.
Shared items can disappear from round to round
Bombs need their effects and sounds hooked up
Grenades that you pick up mid round are not depleted
Updating Red Dot/Holographic sights to not block sight picture
Reworking Pepperball optic attachments to avoid clipping
Muzzle flashes sometimes draw through walls
If your secondary has a laser, your primary will not have crosshairs. Changing weapons fixes this.
Occasionally a thrown grenade will look like it lands at your feet, but will explode in the correct location. This only happens if a packet is lost at the exact time of the throw.
Additional pass required on UI hitmakers (critical hit vs kill). Sometimes in the extracts, red hit markers appear for no reason.
Shell casings no longer create sounds. Their collision was turned off for performance. We will fix this with a better system that does not rely on each shell casing having collision.
Adding even more animations to AI for natural movement (side stepping, grenade dive, etc)
AI also occasionally get stuck or do not hear gunshots. Investigating.
AI don’t disable on mission fail
Found an AI under the floor in Airport. Investigating.
Missions are meant to re-roll after mission fail. Not all bad though, as it allows you to retry the last mission OR try a new one.